#include <iostream>
#include <string>
-#include "dispatcher.hh"
-#include "math.hh"
-#include "interpolator.hh"
-#include "engine.hh"
+#include <Moof/Dispatcher.hh>
+#include <Moof/Engine.hh>
+#include <Moof/Interpolator.hh>
+#include <Moof/Math.hh>
+#include <Moof/Scene.hh>
#include "Character.hh"
-
#include "TilemapFont.hh"
-#include "scene.hh"
-
-class YoinkApp : public dc::engine
+class YoinkApp : public Mf::Engine
{
public:
YoinkApp(int argc, char* argv[]);
~YoinkApp();
private:
- void update(dc::scalar t, dc::scalar dt);
- void draw(dc::scalar alpha);
- void handleEvent(const dc::event& e);
+ void update(Mf::Scalar t, Mf::Scalar dt);
+ void draw(Mf::Scalar alpha);
+ void handleEvent(const Mf::Event& event);
/**
* Set OpenGL to a state we can know and depend on.
*/
void setupGL();
- void contextRecreated(const dc::notification& note);
+ void contextRecreated(const Mf::Notification& note);
- //dc::animation* heroAnimation;
- //dc::tilemap* heroineTexture;
Character* someChar;
- //dc::binomial_interpolator<dc::vector2,2> interp;
- dc::cerpv2 interp;
- dc::lerps fadeIn;
+ TilemapFont *font;
- dc::scene* testScene;
+ Mf::Cerpv2 interp;
+ Mf::Lerps fadeIn;
- TilemapFont *font;
+ Mf::Scene* testScene;
- dc::scalar x, y, z;
+ Mf::Scalar x, y, z;
- dc::scalar state;
- dc::scalar prevstate;
+ Mf::Scalar state;
+ Mf::Scalar prevstate;
};